BITS of CY_BORG

The sequel to one of this site’s most popular posts BITS of Mรถrk Borg, CY_BORG brings the grimdark futile fantasy kicking and screaming into a dystopian cyberpunk future.

Recommended that you read the Borg post above – it covers concepts like what “OSR” means and will be referenced a few times in regards to mechanics, stats, and other concepts CB shares.

I will interject this way when I have something to say design-wise, a la some redesign or special consideration.

Regarding Notes

Without further ado, a mechanical look and critique of CY_BORG, a “nano-infested doomsday RPG about cybernetic misfits and punks raging against a relentless corporate hell:”

  1. Stats, Mechanics, and Resetting the World
  2. Do It Again, This Time With Guns!
  3. Friendship Is Magic ๐ŸŒˆ
  4. Pharma and Product
  5. Paying For It
  6. PS: Another Way to Start a Campaign
  7. PS: Never Too Late for a Wishlist
  8. PS: Small Is Fast, Nimble

Stats, Mechanics, and Resetting the World

Same song, second verse as it comes to stats (numbers to add to various challenging rolls):

  • Agility (moving, piloting, autofire [going all out])
  • Presence (precision, Nano-magic-powers, society)
  • Strength (pushing, pulling, throwing)
  • Toughness (surviving the environment)

Notice that MB‘s Agility now controls the use of CY_BORG‘s automatic weapons (and in general going all out). Further, a fifth stat arrives: Knowledge, science, deduction, and the use of software and apps.

I praised Mork Borg for only using 4 stats that I then worked to cram into BITS’s 3. Adding Knowledge in CB rubs me the wrong way, so instead, I would use stats like:

Body (hitting, moving)
Sense (shooting, piloting)
Mind (science, software)
Will (charisma, nano-/bio-/exotic-magic)

Survival being a natural toughness using the highest-valued BSMW in the survival roll. Same survival consideration with a BITS conversion:

Body – Average Toughness and Strength stats
Insight – Agility, Knowledge
Thought – Presence, Knowledge

Or the work-in-process BMW:

Body – Agility, Strength
Mind – Presence, Knowledge
Will – Presence, Toughness

Putting 5 Stats into 4

As for basic mechanics, this game operates the same way: Roll a D20 at or above a target number, adding the applicable stat to it. (BITS 2D6 conversions over in the MB post and elsewhere.)

The end of the world functions similarly too: depending on how fast folks wish the game to implode, roll a die; on 1, a disquieting headline hits the news that harkens a crash of the system. At the 7th headline, everyone everywhere sees the message that the system will reboot in 12 hours, wiping away all the player progress, restarting the misery that festers in CB.

If the end comes quickly enough, as a Game Moderator, I would suggest adding some kind of ‘cache’ or ‘store’ to survive the reboot. Too small or too dangerous for a living thing to survive in, the cache – once recovered or built – allows player characters to leave behind resources and information about the nature of the world of CY_BORG, encouraging continued play in the world (and perhaps rewarding future players by what was left behind!).

Persisting the World

Do It Again, This Time With Guns!

MB introduced black-powder as a supplement. While powerful, they were expensive, finicky, and ultimately secondary to the spiked chain flails of the game.

Firearms in CB fit the sci fi vibes, being used just like any other weapon. The exceptionality of firearms is that they all have the chance of running out of ammo (done after a critical failure or a fight, though big things like rocket launchers may only fire once a fight), some attack multiple foes at a time (going all out), and can come with special abilities.

CY_BORG switches the kind of die to check for reloading (D6 for autofire from any time during a fight, D8 for single-shots only), with a 1-3 resulting in a reload required. I would amend for a D6-based system as so:

Roll D6 if ever checking to see if a reload is required.
Roll to check if a reload is required when: 1) end of an encounter where the weapon was used; 2) critical failure when using the weapon with a backpack-fed or large-mag ammo reserve; 3) use of suppression fire (shoot at everything and anything that moves).
Reload is required after: 1) use of a single-shot device [rocket launcher; larger missiles only after an encounter]; 2) critical fail when using a standard weapon and ammo reserve.
When rolling to check for a reload, a reload happens on a 2 or less.
Consider what happened after the most recent of either the last reload or the start of the encounter in which the weapon was used: +2 for backpack-fed weapons; +1 for large-mag weapons; -1 for autofire; -2 for white-hot barrel overkill onslaughts.

Reloading

Read more about my thoughts on reloading and resource management.

Friendship Is Magic ๐ŸŒˆ

Wrong.

Nanotech, bio-mods, and exotic-McGuffins are magic ๐Ÿ”ฅ๐Ÿค˜๐Ÿ’€๐Ÿค˜๐Ÿ”ฅ

A little more reliable than pure scroll magic from MB, “nano” are still overpowered abilities to wreak havoc on the game, balanced in part by how terribly they can go wrong. Their use also corrupts a person, playing into the trope that magic users are pariahs.

Regular tech – software, apps, drones, etc. – is pretty streamlined. Simple use is no difficulty, yet the opportunity is there to stress the systems at risk of burning the programs out. A fine middle-ground between physical equipment and reality-bending magics!

Pharma and Product

This game has super-drugs. They do terrible things to characters and can bloom into things much worse.

But drugs are a small part of the housing, food, gear, armory, armor, ammo, robots, vehicles, and more the core CY_BORG rulebook has to offer.

If a player wants their character to have it, something is going to sell it.

Paying For It

A fun aspect to get characters moving: be in debt at the start of the game to a random antagonist that wants their money.

Nothing comes for free – even a life. When dying, there is a chance emergency responders will get to the character in time. Rebuilt (sometimes) smarter, better, faster, the debt will pile on in a blink, keeping characters thirsty for more work and bigger and bigger scores.

Mรถrk Borg is full of cool ideas. CY_BORG adds onto that in spades.

CB taught me a lot about certain game design topics that have been evident throughout the year. It continues to inspire as I play other roleplaying games and build better RPG experience systems.

With a trim here, a consolidation there, CB becomes a game fit for any table seeking to eek out a life in a techno-rich, quality-of-life-poor future. Pick up the rulebook for a bunch of details, killer visual aesthetic, or reference the base rules for free.

What are your impressions of the system? I am here to both commiserate and weigh-in on CY_BORG‘s approaches. Hit up the comments, follow every Friday below, and all cheers to your dreary dystopias ~

PS: Another Way to Start a Campaign

CY_BORG sets itself up with end-game powers and gadgets (ahem, “EndGame-Class Exosuit”).

That in mind, start the first session of a campaign using the famous Metroid video game method: Make ’em overpowered and then take it all away.

After character creation, give every player character double stats, free picks of any 4 items or powers, extra money, and put them in the final battle inside the 12-hour reboot window (or 6 hours, each real-world hour corresponding with an in-game hour). Give them some allies too. Pit the characters against the figurative big-bad Satan in Hell itself, yet even if they defeat the boss, the key to stopping the cycle of misery is broken or missing.

Reset the game, reroll character traits, and get after it!

Idea that strikes me: The allies can be abstract entities. Not actually present in the final battle, each yet has a personality, name, and specialty. Let the players kill a character of their choice in some ignominious sacrifice (with the chance they actually betray the party) that guarantees some effort for that player’s character in the fight. This may happen automatically before a player character is killed – the NPC intervenes just in time to take the bullet.

NPC Allies

PS: Never Too Late for a Wishlist

What I would like to see (or create) for the game that allow for all sorts of cyberpunk, dystopian foulness:

  • Super Tanks that are moving, fighting dungeons (e.g. Bolos)
  • Mechs of all shapes and sizes (e.g. Gundam, MechWarrior, Evangelion, Pacific Rim, etc.)
  • Incarnations of the twin-headed Basilisk monsters (the prophet creatures from Mรถrk Borg)
  • Cities besides the megapolis of Cy (e.g. Half Life‘s City 17, WH40K hives, Judge Dredd‘s Mega-City One, etc.)
  • Space everything: void combat, space stations, orbital economies, getting up and down to orbit, Luna rules, everything
  • Alien invasions and extraterrestrial encounters
  • Merge the MB dark fantasy and as-of-yet-unexplored astropunk along with space fantasy with the cyberpunk aesthetic
  • (In)Famous cyberpunks from: Blade Runner, Cyberpunk Netrunner, Neuromancer, Snowcrash, Akira, Deus Ex, Ghost in the Shell, The Matrix, Elysium, Tron, Robocop, Judge Dredd, Serial Experiments Lain, and so, so many more

PS: Small Is Fast, Nimble

For gear doing D4 or less in effect (i.e. Tier 1 and impromptu BITS weapons), allow a player to use Agility or other speed-based stat instead of Strength or body stat.

Sometimes the swiftest shiv outpaces the grandest maul.

BITS of Bullets and RPG Ammo

We already talked at length about when and why and how to reload when things go wrong in RPGs.

This post takes a look at when the tools a fictional character uses runs out of gas / bullets / arrows / batteries / fuel / et. al. From single rounds to bottomless bins of bullets, the BITS system has it covered. Tiers are for reference only, but could be applied to a game’s economy for availability or cost:

TierUsesExample
0NAAny object used as it is or otherwise remains self sufficient. Crowbars, swords, and furniture are all examples of this. So too are magical lightsabers, perpetual fusion power packs, the Energizer Bunny, and, in effect, a sun.

Think: Tools that use no resource, such tools as melee weapons or near-magical objects.
11 and DoneUsing this uses it up.

A grenade, signal flare, match, mine, and medical needle are here. So are nuclear bombs.

Sometimes spending out the thing makes it prohibitive to re-equip during any reasonably short amount of time. Priming and loading a second cruise-missile onto a platform during a fight is farfetched no matter how many are in stock. Draining the power source of some cyber tech skeleton-key makes sense for a novel firewall-cracking device.

Reserved for both the simplest and the most overpowered of tools.
21-6 ShotsA salvo of shots. A single arrow in a bow, a flare in a flare gun, the twin-projectiles of a Halo SPNKr launcher or the twin-barrels of a sawed-off shotgun, and a cowboy’s six-shooter (and revolvers in general) match here.

Each shot is reloaded individually unless some special tool replaces the entire salvo. Where rounds for the shot come from can be something like a box-of-bullets, which can critically run out when reloading like the magazine in the next tier. (Gunslinger in The West uses this mechanic.)

Here powerful shots get tempered, more than the magazine-based tiers below. This is an excellent option for strong-in-context tools.
31 ReloadA magazine, battery, fuel cell, etc. Abstraction of multiple uses until critically failing when in use, thus running out of the resource and requiring a reload. (This is the “box of bullets” above.)

Assault rifles, high-powered flash lights, a pluck or handful of arrows, and Super Soaker tanks fall here. A single belt fed into a device also counts, such as that fed into the MG42 used by Jin Roh Wolf soldiers.
42-6 ReloadsCan be used multiple times and fail multiple times without stopping. Only once the last reload is ‘marked’ does the entire tool need refilling.

Extended magazines, Tommy Gun drums, gaping quivers, belt-fed M249 SAW boxes, and cable-powered laser guns.
6After ActionWhen the dust settles after a large encounter or the end of an adventure mission, it is time to take stock. Only then will / might the tool run out of steam.

Mounted turrets, vehicle fuel, and other supplies that seemed plentiful in the moment are found to have been spent (if used at all). Refueling, reloading, and rearming need to happen before these tools are ready to roll.
10IndefiniteSee tier 0 – things here go and go and go and …
Tiers of Use

Nothing New Under the Sun

Games are but levels of abstraction.

When it comes to kinds of expendable resource, abstraction needs to play a key role.

Video games do this excellently – at most, they tie ammo to a very small set of weapons (e.g. round X goes to weapon X), or abstract the kinds of available resource to the broad category of the tool.

‘Batteries’ or ‘power packs’ for flashlights and sci-fi gadgets alike, liquid ‘fuel’ for flamethrowers and cars, ‘shotgun shells’ for all gauges, ‘bullets’ for small arms, ‘artillery shells’ for tank main guns and recoilless rifles. Rockets, missiles, and torpedoes (I make this mega-missile category for the likes of cruise missiles). Grenades, charges, bombs.

Just as how ‘coin’ can be split into gold, silver, copper, and more, just as how ‘grain’ becomes wheat, maize, barley, and more, when it comes to deciding on resource types, do what feels right. Always seek to KISS, and things will go swell!

In This Economy?

A hierarchy of value exists in all things.

Resources apply the same way. While more thought needs to be put into this, a simple split would be:

  • Sufficient Shot* – This is cheaper-than-cheap resource. Rocks for a sling, potatoes for cannons, grass for alternative fuels, or bullets in a bullet factory having a fire sale.
  • Cheap Shot – Mundane fuel and resource that comes standard in both civilian and military use (context depending).
  • Money Shot – High-value, high-impact ammunition. Jet fuel, missiles, you get it.
  • Such Shot – Exotic. Best of the best. Fusion cores,blessed silver bullets, nuclear bombs, et. al.

* I was going to call this “S- Shot” and I choose to be less vulgar ๐Ÿ™‚

Simple, right? That is what BITS works to be.

No need to overthink what tools gobble-up what they use to run, how to keep the fires going. Determine if a tool ever runs out of uses and if that is after every use, every critical failure of use, multiple uses / failures thereof, or never!

I hope you take benefit from this synopsis in your own game designs. This is yet another page into my own compendium of game design reference, so expect to see design themes from here echoed in future work.

Cheers to all you do in the meantime ~

BITS – The Force of Law

More for me than thee, I have concocted a go-to reference list of law-enforcement “units” for roleplaying games, specifically tiered to the BITS system.

While leaning more heavily into cyber-punk or grimdark futures like 1984, Fahrenheit 415, and Warhammer 40K – all woefully dystopian – there are modern equivalents and by replacing revolvers with crossbows pivots this tool becomes genre agnostic.

Follow along as I also tie each tier into the OODA Loop:

  1. Tier 1 – The “Gestasi” / “Stastapo” Regulars
  2. Tier 2 – The “Response” Adepts
  3. Tier 3 – The “Agent” Heavies
  4. Tier 4 – The “Justice” Elites
  5. Tier 6 – The “Letter” Champions

Tier 1 – The “Gestasi” / “Stastapo” Regulars

Observe, and report on what is happening.

Thought police, street spies, handlers of Spider-Hound robots (direct inspiration from Fahrenheit 415), general drone operators, deputized civilians, the mall security guard.

Not useful for much, but capable of causing trouble if not dealt with. More than likely to stab their target in the back or retreat if they know what is good for them! Good for supporting whatever “policy” needs enforcement. Bootlickers.

Tier 2 – The “Response” Adepts

Orient, contain and manage whatever “is” in the moment.

“Firemen” (I like to think armed with both flame throwers and water cannons, saws, and axes), inquisitors (who would have expected!), riot control, medics (for sedation and interrogation), well trained police, and general “influencers” of civilian action.

Here to deal with whatever is actively escalating in the streets. Meant to be first on site.

Tier 3 – The “Agent” Heavies

Decide, as this tier works with the information and situational awareness provided by the earlier tiers.

The “Mister” and “Miss” people in suits and sunglasses, on-the-ground tactical commanders, SWAT and public security military enforcement (such as the armored “wolves” from The Wolf Brigade).

The true enforcement of “policy.” Equipped and capable of fighting a war in the streets. Or striking so thoroughly that war was never an option.

Tier 4 – The “Justice” Elites

Act, and execute “policy” ruthlessly.

Justices (carbon copies of Judges from Judge Dredd), “peacekeeper” Robocops, zealous paladins, and any nearly super-powered onsite executors of the Law. Eat, breath, and live the ideals of policy.

Why have a court system when sentencing can be made at the scene? Why have prisons or cells if the punishment can be dished out by a singular =beast= of policy? A bona fide keeper of the peace by giving the pain.

Tier 6 – The “Letter” Champions

OODA, they do it all. Less outright enforcers of policy, but makers by their influence and action. They are the letter of the Law.

A list of singular individuals and their inspirations:

InspectorAn “Inspector Gadget;” full of surprises to get to the truth.
The Darkest KnightBatman; vigilante justice that stalks the streets.
“Sheep Herder” Rachel DeckBlade Runner; investigates digital and robotic crimes.
“Lucky” Harry EastA Clint Eastwood ‘punk.’ Relentless.
Bruce ClaneA Die Hard hero; a reluctant servant.
Ranger KorrisChuck Norris; martial-arts extra-urban enforcer.
Mr. DoeMatrix‘s Agent Smith; not surprised to see you.
Sheriff Jim GoeJames Gordon from Batman;
makes backroom deals for high ideals.
Who (And What) Else Is Missing?

Fit for any Big Brother dystopia, I like this list being a quick lookup that I (and now you!) can reference any time!

Think I will make more of these, stop reinventing the wheel when brainstorming game design problems. What do you think I should make a list of next?

Regardless, cheers to you and I staying out of the eye of the Law ~

Going All Out in RPGs

One of the hardest things to pin down in my own RPG design is this: How do you allow a character to go from affecting one target to many? Or to put that extra effort into going all out on something? And balance the whole thing so as not to go overboard?

After a little testing and a lot of study, I want to share this small library of system-agnostic game design mechanics for shooting, swiping, and generally increasing the breadth or depth of player action.

  1. KISS: System Agnosticism
  2. Player Choices
  3. Cy_Borg: Keep Rollin’ (Within Reason)
  4. Warhammer: A Smattering of Splattering
  5. A Spicy Homebrew
  6. All Out Enemies

KISS: System Agnosticism

To keep the library ‘clean,’ I will not emphasize the types of dice or player stats / abilities used in altering the outcomes of dice rolls. Adopt and adapt as necessary.

The only assumptions here are:

  1. Dice rolls for determining any random outcomes.
  2. There exists the possibility to have a extreme / critical failure or success on those rolls.
  3. (Suggested:) Critical failures result in some sort of over-extension. If using a projectile tool, this could mean running out of loaded ammunition (e.g. empty mag, quiver) or an explosion (e.g. plasma containment breach, failure to launch the rocket). In melee, the tool of choice gets stuck, or every other action against the over-extended character has advantage for a turn, or at worst, the tool breaks or is damaged down a tier of effectiveness.
  4. Players may choose when to end their spree – either by selecting a finite number of targets to begin with, or choosing not to continue when in the middle of the act.

That’s it! Let’s rock:

Player Choices

Point 4 above intends the players to be in control of the actions their characters take, reaping the consequences as they come.

To do this, players must choose as to whether or not focus down a single target or spread their care around.

In the first instance, choosing one target per action is the default for games – a “do this to that” situation.

The act of spreading the effect around is where this library will be the best leverage:

Cy_Borg: Keep Rollin’ (Within Reason)

Cy_Borg adds what its grimdark fantasy ancestor could not: Automatic weapons. How does this system handle going all out?

Act aggressively up to three times choosing a target (same or different) every time. However, stop acting anytime or when failing a roll.

The main difference here in going all out is a higher chance to need to reload after the fight and it uses a different stat than regular shooting actions. Just roll versus difficulty!

How I might spice up something similar:

  • Allow a character to keep acting forever until they run out of targets (they choose either to spread fire or concentrate before rolling) or they fail the roll.
  • Option: Each subsequent shot gets harder to roll or all shots are a tier-of-difficulty harder to hit.
  • Option: Any failure is a critical failure (i.e. out of ammo or otherwise cannot fire until action and/or resource is spent immediately vs. post fight).
  • Option: Combine the two options above!
  • Extend this ability to swiping in melee – be able to target all in surrounding proximity if in a group or ganged-up on the character.

Warhammer: A Smattering of Splattering

I am a sucker for Warhammer games, especially 40K. In Only War and Deathwatch, both D100 percentile systems, there are options:

  • All Out – Attack in melee with +20% effect. Cannot dodge or parry until next turn.
  • Full Auto – Attack at range with +20% effect. Extra hit every 10% aka degree-of-success. Crit fail is more likely (jams). Allocate extra hits to nearby targets or the original up to the weapon’s max “full auto” value of number of rounds spent (these are spent regardless of hits). Get a -10% effect instead if also moving.
    • Burst firing is less impactful, and a distinguish I will forego further comment on: +10% effect, spending “burst” number of rounds automatically and capping the number of possible hits, get an extra hit every two degrees-of-success, gain no bonus effect if moving.
  • Suppressing Fire – Pins (rather, chance to pin) all foes in a 45-degree arc over a distinct area. -20% chance to hit. Crit fail is more likely (jams). Allocate extra hits at every two degrees-of-success to a random recipient, capping at rounds spent. Spend “full auto” rounds automatically.

Auto-fire along with explosive-typed weapons are also the only way to put a dent into hordes of enemies.

Spice things up:

  • “All Out” is the term for diving into melee or unleashing auto-fire. Allow extra hits to allocate to the same or new enemies, but once moved off a target, cannot move back and must move to any new targets in the same direction.
  • “Suppression” pins all entities in or entering/exiting an area. There is disadvantage to hit if the target stays still, but no disadvantage if they move. Cannot critically fail. Roll to hit for all similar targets moving and staying put (e.g. all easy-but-moving vs all easy-but-in-cover vs all moderate, etc.). Use an entire magazine’s worth of ammo by the start of the character’s next turn (mitigate with large-capacity magazines).

Next is Wrath & Glory, a D6 dice-pool system (more dice = more chances of successes):

  • Salvo – Spend an entire magazine to add the size of weapon magazine to the dice pool.
  • All Out – Add two dice to melee, but suffer two when in defense until next turn.

Wrapping up with fantasy, Age of Sigmar: Soulbound (another D6 pool):

  • Spread – Specific to only certain ranged weapons. Hit everything of the same difficulty as the target (I spicily say lower difficulties too!) that is next to the target. Higher difficulties get a chance to dodge. Applies to things like shotguns, automatic weapons, and explosions.
  • Cleave – Specific to only certain melee weapons. On each die roll of 6, do 1 damage to all foes next to the intended target.

Side note: most games have rules against using ranged weapons in close-combat. Deathwatch forbids it unless using pistol-like weapons. I would spice it up by allowing ranged weapons, but have an uncontested ~50/50 chance to hit the target or any other random target in close range to the melee (including the acting character!).

A Spicy Homebrew

All of the above is of great study. Some key points:

  • Going “all out” applies similar mechanics to melee and ranged actions.
  • Any “all out” failure is a critical failure and ends the spree.
  • Going “all out” is one of the only ways an individual can take on a horde / mob / detachment.
  • Degrees of success add to the number of hits.
  • Hits can be focused on a target or spread among nearby targets.
  • Pressing the point: Suppression guarantees a spending of ammo and denies riskless access to an area for a turn. Being “Reckless” or “Savage” in melee gets the cut in, but leaves one open to be disadvantaged against all else until their next turn.
    • This is similar to the concept of “blood magic” where a point of health can be spent to increase a die roll by 1 or reroll (with the chance of a critical failure) as many times as wanted to force a thing to occur. If used too often to get out of spots really meant to be too tricky, optionally require costs to reflect the tier of what is being attempted (1 extra value on the rule costs 4 for a tier-4 spell).

The biggest exception I have with these systems is that most rely on multiple rolls and/or bean-counting of ammunition. We can do better with one roll and degrees of success and by-magazine capacity. An example:

  • Acting Normally – Pick one target. Roll to match or beat the difficulty of the target. A successful match is the effective hit of the tool, plus 1 effect for each degree-of-success above that difficulty.
    • A tier-3 sword strikes a target of difficulty 7. The roll (+ any modifiers) is a total of 10. The effect is 6 (3 for the sword on success + 1 for each number above 7 [10 minus7]).
  • Going All Out – Pick one or a set of targets of the same difficulty. Roll to match or beat the difficulty. A successful match and every degree of success is another hit to distribute.
    • A tier-3 sword swipes at a crowd of difficulty 7 targets. The roll (+ any modifiers) is a total of 10. The outcome is 4 targets are hit for 3 effect each (3 effect for the sword, 4 targets for success and degrees of success [10 minus 7]).
    • Reloading – A ranged weapon critically fails, the magazine running dry on the trigger pull. Out of the character’s inventory, they apply the same kind of mag to the weapon as an action. Prevents counting bullets and maintains a level of tactical prep: how many mags does a character bring along? Can they find or scavenge similar where they are?

All Out Enemies

Perhaps an RPG character has found a machine gun, grenade, or is a spinning cloud of whirling blades. When they go “all out”, they are treated much like a mob or when using suppression: They either hit everything in an arc or focus-fire extra effect worth 2D6 divided by 2 (round up) on a single target, everything being an automatic success except for when crit rolls above this antagonist’s difficulty jamming their gear.

Give the character something like bombs? Or missiles!? A tank’s main auto-cannon? Automatically hit those in a zone with an extra 2D6 effect. Crit fail for an off-target, scattered landing.

To spare the scope of large groups going all out, keep the mechanic relegated to heavy weapons teams, berserkers, boss characters, and other identifiable, high-value targets (e.g. tier-3 specialists and above or vehicles).

All this to say, even lowly grunts armed with the right tools can take out the most heavily equipped knight!

There are other mechanics out there for sure. Most of them involve rolling multiple dice over and over and over again, or putting arbitrary limits on what can be hit (e.g. Cy_Borg‘s max-3 limit).

Further, few systems seek to tie together melee and ranged actions, let alone having rules for either leaning into one target or many (something as simple to realize as, “does the character swing down, or side-to-side? Pull the trigger lightly or keep it pressed?”).

I hope the spicy additions if not the homebrew solves some of these conundrums for you as they have I. (Big thanks to my ol’ D&D group who asked what to roll when spinning like a top into a bunch of ratmen!)

This post has gone all in on going all out in RPGs. Share your favorite go-to mechanic and which of the above speaks most to you! Cheers to you going all out in play and living life ~

BITS – A Solution to Polearms

I thought I had polearms (spears, lances, pikes, etc.) understood a few years ago as it applied to my proprietary roleplaying game system BITS.

I was wrong.

  1. The Problem
  2. +1
  3. Polearms in Effect
  4. Alternate -1, 0, +1 System
  5. Bonus: Reaching & Brutal

The Problem

Polearms – existing from the titular “pole” – bestow an additional length of reach to the wielder. Whatever is attached to the end (be it heavy, sharp, pointy, whatever) provides its own benefit, but only in addition to the pole’s reach.

Thereby in example, a knife is nice, but a knife on a stick is better.

How does one compensate for that reach? Add additional range?

Negative – when it comes to distance, BITS uses distances of 1-5-10-50-etc. meters or self-room-field-etc. An extra 3-6 feet of pole (1-2 meters) breaks this dynamic (we don’t care about such small margins). Further, polearms are melee weapons – BITS takes the stance that if something is within the same room as a mobile actor (a space ~10×10 meters), any melee equipment of that actor can be brought to target.

So what is left?

+1

A core principle is simplicity (in BITS or in the universe). What is simpler than giving pole items a +1 to their effectiveness?

* flash of insight *

Anything that is a “pole” or “staffed” gets a +1 to whatever it would be otherwise.

Have a tier-1 knife? Stick that onto the end of a pole, you get a spear! Effectively a tier-2 item at a tier-1 cost in purchasing (e.g. spears being the most historically used melee weapon aside from the club) and wielding (a simple spear needs only be held in one hand and can be thrown easily).

Polearms in Effect

TierMelee Weapon ExamplesPolearm Equivalents (all get +1)
0Stick, RockStaff (a long, solid stick)
1Knife/Dagger, Hatchet, Club, HammerSpear (knife on a pole), Trident
2Sword, Battle Axe, Mace, War HammerLance, Pike, Glaive, Naginata
3Zweihander, Great Axe, MaulHalberd (axe, sword, and hook in one)
4(reserved for any +1 of tier-3)
6(magical or legendary items)
Example Polearm and Other Melee Tiers

I leave off tier-4 here as that is reserved for the excellent halberds and other especially “brutal” or “heavy” melee weapons. Tier-6 is the land of mythical, legendary, or otherwise supreme weapons such as Excalibur or a lightsaber with their own special properties.

Alternate -1, 0, +1 System

This polearm realization has forced me to further refine the tiering system BITS uses. So much so, it fits neatly in an alternate -1, 0, +1 effectiveness chart, e.g:

-1Dagger, Spear, etc.
0Sword, Glaive, etc.
+1Great Sword, Fauchard, etc.

Now, this cannot work as-is for improvised weapons (think rocks, sticks) – for that, an “improv” tag must be applied, giving disadvantage to the equipment’s use.

Further, we cannot rely on -1, 0, +1 for determining final effect – before, we could look at a tier-2 item and say it has a “2” for effect.

Instead, -1, 0, and +1 must be what applies to the 2D6 roll BITS uses to determine outcome. From there, either straight-up “success” happens (a hit is a hit is a hit; things can only take so many hits), or “degrees of success” matter (a hit is a hit, but get extra “hits” for every about over the 2D6 goal, such as goal being 7, but rolling a 9 gives a total of 3 “hits”).

Tangential musing: Which is better: The 0, 1, 2, 3, 4, 6, 10 system because it can apply to equipment and creatures, or the -1, 0, +1 alternate for being so simple? I will be exploring this diff in the near future!

Bonus: Reaching & Brutal

While brainstorming on the polearm problem, I came to other conclusions:

Reaching (WIP term) – This tag allows for a piece of equipment to go one extra distance in its range. Sarissa (super-long phalanx spear) moves from melee range into a close range (poke people at a distance). Short bows (50-100 meter range) extend to 100-500+ meters in the “reaching” long bow. Similar equipment lets an actor reach out and touch someone.

Brutal – Or “heavy,” “master-crafted,” or what-have-you. Grants a +1 to the effect of the equipment and looks the part. (Note: any “+1” to a piece of equipment may not increase the total effectiveness of the equipment past 4 to make these items distinct from “heroic” tier-6.)

Getting an itch to work on tabletop roleplaying games again. What will be next? Translating Mร–RK BORG into a space sci-fi, creating a “downfall of civilization” prequel to the game, or adding the twin-godling Basilisks to Cy-Borg? Playing a premade campaign to test out BITS mechanics from scratch? Making one-pager, system-agnostic faction lists?

I leave those Qs for the September goal list.

For now, know TTRPGs are on my mind! Be well yourself – go forth and enjoy your work and play. Send you more musings next week. Cheers ~

Putting Hit Into Hit Points

A big time commitment to any roleplaying game is almost always the combat.

Roll to hit, roll how much was hit, repeat.

While simple in process, this becomes a slog when characters in games have buckets of hit points (HP, the equivalent of life). Each mighty cleave of a sword or bullseye from a rifle does but a chip of damage from the HP block. Again. And again. And again.

Ew.

Others and I agree – fewer hit points makes for better play. One might even try to put the “hit” back into “hit points” ๐Ÿ‘€

Premise of Hits

HP represents how many hacks a character can take or effectively avoid to prevent their own demise. Depending on the type of game, 0 HP either means a character cannot prevent others from working their will on them (no fight left) or could mean they are dead (this time, the sword block is too slow, the swing finding mortal purchase).

How many hits a thing can take then can vary. You might have seen the videos of people about to fight, but one clip of the chin puts a fighter down. Remember Julius Caesar? He took over 40 (!!!) stab and slash wounds before finally going down.

Caesar aside, most combatants can only get in a bout for so long, minutes at most. This has been found out by the RPG community: A good rule of thumb is that a sturdy human being without special training can withstand about 3-4 hits before a ‘this-settles-it’ hit lands home.

The Old-School (OSR) RPGs hold this as fact: Fewer HP is better play. Whether that is some max HP of 12 or 20 for a player’s character, it undermines the hundreds of HP even moderate-level play in a game like Dungeons & Dragons can introduce.

Excessive, eh? Some solutions to high HP:

Crafting Better Dungeon HP

Professor Dungeon Master over at Dungeon Craft on YouTube introduces a great rule of thumb for D&D -type monster blocks:

Every attack that lands does 1 hit’s-worth of harm. Sword or fist, all the same. Criticals, heavy weapons, and especially high rolls (e.g. naturally in the top 25%) count as an additional hit. Spells do hits equal to the level of difficulty they are +1 (levels exist from 0 to 9).

As for HP, take a monster’s health, round to the tens-digit, and divide by 10 (minimum 1 HP). Thereby, a monster with 84 average HP can take 8 hits.

Professor Dungeon Master (minorly paraphrased)

This is a great quick-and-dirty way to reach the same conclusions of regular D&D combat, but only faster.

Assuming a group of four adventurers though, 8 HP still requires at least two rounds of combat with every adventurer landing a standard hit (8 HP / 4 hits-per-round = 2 rounds).

Can this be better?

BITS of HP

My own homebrew wraps as much as it can into the standard 1-2-3-4-6-10 scale of effectiveness.

Tier 1 characters can only take 1 and give 1 hit (and are easier to hit – that is a separate discussion). Tier 2 gives and takes 2 hits. Tier 6, 6 of each.

Player character weapons and armor also exist on this scale: Tier 1 does 1 hit’s-worth of harm (e.g. knives), tier 4 does 4 hits-of-harm (e.g. halberds, especially heavy weapons). Characters themselves have the ability to sustain ~7 hits of harm on average.

But what if players still want to roll their damage?

Layering on the HP

(The following is a thought exercise – I have yet to test in actual gameplay.)

Keeping the difficulty tiers of BITS, what if HP scaled by double or by 4s?

e.g.

TierBy 4sBy Double
1 – Minion11
2 – Soldier42
3 – Specialist84
4 – Elite128
Example HP Scaling

This way the chaff of low-level minions can still be swept away, but more bossy characters can take a few blows before being made low.

When players strike, a success gives them 1 hit. When they roll damage, they get an extra hit for, say, every complete 5 or 10 points of damage rolled in the D&D fashion.

Players get to roll more of their dice, folks are rewarded for high rolls, and combat remains quick (but not so quick as to be a wash!).

Simple reduction of HP, HP by tiers, or HP by scaling? Or just keep D&D -style massive blobs of hit points, why does this article even exist? ๐Ÿ˜œ

I am curious: Tell me what you use for HP in play and share what you think could go better in the fictional combat of roleplaying games.

Anyways, stay tuned for from-the-field reports as I experiment with different systems. Cheers to your characters coming out on top!

BITS of Only War

All links leading out of jimmychattin.com are unaffiliated.

  1. The Core Mechanic
  2. The Stats
  3. The Fun BITS
  4. Notable: Supply Lines
  5. Notable: Regiment Creation
  6. Notable: Vehicles
  7. Notable: Force Fields
  8. Notable: Augments
  9. Notable: Levels of Damage
  10. Notable: NPC Comrades
  11. Notable: Compatible With Other Games

Warhammer 40,000 Only War is a grimdark soldiers-at-the-front game that is inundated with minutia that makes the title more a tactical simulation than a game-for-fun as-is.

Big game tomes tracking every little thing makes sense – back in 2012 during the game’s publication, D&D was the primary RPG example in town, Only War itself based off of the piles-o’-dice tabletop wargame WH40K. There is so much here, this blog post will have to be abridged (not a full conversion of the main features to BITS).

The publisher has since come a hugely long way with Age of Sigmar: Soulbound, yet there are still gems here applicable to the BITS system. Skimming over some areas of detail, I introduce to you the best BITS of Only War:

The Core Mechanic

Skipping the dice piles of the wargame or the recent Soulbound RPG, Only War requires rolls at or under a percentage, that percentage being a combination of ability, skill, context, personal modifications, target modifications, and other tidbits.

There is a boatload of math here, each modifier being a range from -60 to +60, in increments of either 5 or 10. Ouch.

BITS is here to save the day for us: Genericize the difficulty, add minimal additions to rolls, and roll 2d6 at most.

DifficultyTierRollExample
Easy15+Rabble, conscripts, untrained guards, small beasts.
Moderate27+Professional guards, foot soldiers, trained.
Hard39+Specialists, veterans, brutes, large beasts.
Very Hard411+Captains, elites, killers, vicious beasts.
Legendary613+Demi-gods, lords, titular mortals.
Near Impossible1015+The gods made flesh, god-like beings.
BITS Difficulty Reminder

Let us skip the rest of the mechanic since most all of it can be replaced by BITS for faster, easier play.

The Stats

Weapon Skill, Ballistic Skill, Strength, Toughness, Agility, Intelligence, Perception, Willpower, Fellowship.

9. 9 stats, not counting Wounds (health), Fatigue (disadvantage on things when fatigued), Sanity, Corruption, and different Speeds and Sizes and Encumbrances.

Humans can recall only 7 things (+/- 2) in memory, so including 9 stats and more about the character being played plus the equipment of that character plus what is happening with comrades plus what is happening in game… No good.

BITS mitigates this with Body, Insight, and Thought. Here, we can take an average of the Only War stats that correspond (each stat averages to 31%: 2d10 + 20), and giving stat points for what percentage comes out:

BITSOnly War Stats
BodyWeapon Skill
Strength
Toughness
Agility
InsightBallistic Skill
Perception
Fellowship
ThoughtIntelligence
Willpower
BITS Stat Conversion
Heroic ModeAlt. Semi-HeroicAlt. Human-ishAlt. Humbling
0-16% = 1
17-50% = 2
51-82% = 3
83-99% = 4
0-39% = 1
40-69% = 2
70-89% = 3
90-99% = 4
0-49% = 0
50-69% = 1
70-84% = 2
85-94% = 3
95-99% = 4
0-2% = -4
3-8% = -3
9-16% = -2
17-27% = -1
28-71% = 0
72-82% = 1
83-90% = 2
91-96% = 3
97-99% = 4
% Range to BITS Value
(Semi-Heroic is the best fit, Heroic second)

I won’t drawl on the trainings/skills a character has either – as is the typical, there are too many. So instead, base skills (the “Specialties” of BITS) on the role the character plays: Are they a pilot? A driver? The vanguard? A mechanical, biological, or software technician? A psychic (aka magic) user?

Let the character role decide what the character can and cannot do with advantage because it is safe to assume the characters are competent to some degree.

As for health, using Soulbound‘s B+I+T+S or a 2d6 or even d6 can lead to different experiences, whatever the game should “feel” like at your table:

HealthKind of Play
B+I+T+SHeroic, 1-to-16 range
2d6Semi-heroic, 2-12 range, average 7
d6Deadly, 1-6 range, average 3-4
Healthy Conversions

The Fun BITS

A brief here before the next sections: What follows are the parts of Only War that really stood out to my design-eye.

These mechanics either are fully formed and standalone, require minor tweaks, or are great inspirations for BITS. Keep in mind that the following may not be 1:1 representative of Only War, but at least has a basis from the work done there.

Notable: Supply Lines

Or as the game calls it, “logistics.” Characters can get any gear they want, but they must request it and they must roll to see if it arrives.

Gear is gear – every game has equipment. Yet no game yet come across has quite this wartime mechanic of supply lines! (Band of Blades may come close – it has been awhile since reading up on it.)

Logistics shines because depending on who the characters are, what their army group is, where the battle is taking place, and how the war is going overall changes what is likely to be available.

When it comes to bad logistics rolls, an army group isn’t left to sticks and rocks. A saving grace is that every regiment has its own stock of basic kit, a class of weapons and items they have in spades. Not fancy, but an army won’t be for want!

The implementation is as math-heavy as the rest of Only War. A route BITS can take may look like:

  • Every player may attempt 1 requisition between missions, adding their Insight stat to how they barter / promise / beg / threaten / steal for it.
    • If the players are in retreat or in a break-neck push ahead, requisition cannot happen.
  • The effectiveness of the item is the base challenge of the roll (tier 1 quality = 5+ roll, 2 = 7+, etc.).
  • The whole squad can get basic infantry gear; heavy or specialized infantry gear or vehicle parts must be rolled for one at a time while acquiring a single vehicle increases the challenge of the roll to the next level (e.g. a tier 1 scout vehicle becomes 7+, not 5+).
  • Advantage to the roll if winning the last battle by a landslide (utter destruction of the enemy), the next mission is “the big one,” or the item is part of the “standard” for the group. Disadvantage if the previous mission was a real beating for the characters, the next mission is a full wartime evacuation, or the item is especially “exotic” (i.e. alien, heavily modified, experimental, part of a different military branch [not the army], etc.).
  • Apply other boons or banes based on the conditions of the field, for example:
+1 to Roll-1 to Roll
Fresh Shipment / OverstockedBase Recently Raided
Friendly Industrial / Fortress WorldBackwater / Naturalized / Enemy World
Session 0 (Before Entering War)Base Depot / Facilities Destroyed
Longstanding Base (1+ Year)Trivial Forward Operating Base / Camp
Winning the WarLosing the War
Deadly Next MissionMinimal Enemy Force Expected
Logistics Modifier Examples

Why not include the requisition of support as well during the mission? Being able to call in a tank company, have a friendly regiment on the flank, rely on air support, or signal an artillery barrage all adds to play for sure!

And of course the Game Moderator (GM) can choose if a piece of kit is even available to be rolled for – a super-heavy battle tank may simply not be around on a cut-off backwater of a warzone!

Notable: Regiment Creation

Creating an army and the soldiers who play a part in it is =superb=.

Only War walks a player through the fighting style, homeworld, standard kit, commander disposition, and even lore of the battle group they wage war on behalf of. All this before a character is made!

The regiment establishes kit, special rules, and bonuses players may (or sometimes must) apply to their characters and operations. Everything from vehicles to resources to tactics become available, as per these examples from the game:

RegimentGeneral Features
Cadian Shock TroopsPoster-boy soldiers. Solid firearms and a squad APC.
Dadv to disobey orders. Lasguns and launchers.
Catachan Jungle FightersLone-wolf guerilla fighters. Extra health.
Adv in ‘nature’, Dadv cooperating. Flamers and knives.
Death Korps of KriegGas-mask-wearing attrition and siege group.
Adv to push forward, Dadv to fall back. Artillery.
Elysian Drop TroopsDeath-from-above. Anti-grav devices, maybe a dropship.
Not that strategic (less Thought). Carbines and bombs.
Maccabian JanissariesZealots. Solid firearms and more advanced weaponry.
Good Insight, Dadv to fall back. Cannons and plasma.
Mordian Iron GuardArmored regiment. Get a tank and combat drugs.
Dadv for actions taken while in the open. Small arms.
Tallarn Desert RaidersMounted hit-and-run. Scout walkers and extra HP.
Extra movement when ambushing others. Launchers.
Vostroyan FirstbornElite backliners. Extra stat point, solid standard gear.
Dadv on lower-born social tests. Sniping and auto guns.
Example Regiments

There is so much more…

I might make a blog post that is a direct get-started conversion where homeworlds, commanders, et. al are covered in depth – for now, group creation in Only War is now the basis for BITS!

Notable: Vehicles

BITS lacked a firm understanding of how to implement vehicles before Only War. Now, the inspiration:

Vehicles are a unit type above Infantry – Infantry have a disadvantage to harm them (though perhaps some bonus +1 or the vehicle tier for shooting the broadside of a barn, e.g. large vehicles?).

Further, vehicle BITS tiers (1, 2, 3, 4, 6, 10) add a ‘0’ to the end of the tier for the vehicle’s hull health, e.g. tier 1 becomes 10, 2 20, etc.

Same ‘0’ applies to vehicle-grade weapons. A tier-1 effectiveness vehicle weapon does 10 damage, and so on.

Combat vehicles are either without extra protection or are “armored,” impervious to non-explosive, non-anti-armor weapons.

Optionally, a scale can be introduced to equate with infantry protection where it reduces incoming harm:

ArmorEquates to
0No extra protection, canvas, open
1Light infantry, flak fabric, car door
2Medium infantry, plates, car frame
3Heavy infantry, carapace, car engine block
4Super infantry, powered armor, combat vehicle
6Heavy combat vehicle, mobile weapon platform
10Ancient / Exotic / Experimental protection
Vehicle Armor Point Array

For every tier, a vehicle gets 2 features aside from whatever motive (wheeled, tracked, or walking) it uses. A tier 1 scout could have any of the following, up to 2: mounted infantry weapon, mounted vehicle-tier weapon (counts as 2 systems), a fireteam carrying capacity (4-6 infantry, heavy weapons and ‘larger’ personnel counting as 2 infantry), armored, hover engine, turbo engine, slaved cyborg operator, damage control, amphibious functions, large replacement parts, etc.

Notable: Force Fields

AKA “shields.”

Only War defines how BITS handles these kinds of ‘magic’ fields of protection!

First, they do not overlap. Only the strongest field applies at a time, though pop one, a second might be in place.

Next, effect tier must be equal to or greater than the field itself, otherwise all of the effect is negated completely (a tier-1 pistol and a tier-1 vehicle gun are treated the same). But fields remain ‘ablative,’ in that once damage arrives that is on par with the field, the field only goes down 1 point in effectiveness in exchange for stopping all damage. The new effectiveness – until recharged – can then be attacked by lesser-effect weapons.

Example: A tier 4 vehicle-mounted shield takes 2-damage small-arms fire. The damage doesn’t make it through and the shields hold at 4. (Attention is drawn to being shot, however!)

Then an airstrike arrives, doing 4-damage to the shield. The shield decreases in power to 3, stopping all of the airstrike’s effect. But a second airstrike arrives, again at 4, dropping the shield now to 2. A small-arms rifle takes a potshot for 2, now able to damage the shield down to 1.

As the vehicle’s turn ends, the shields recharge back up to 2. This stops pistols, but won’t stop rifle or heavier fire more than twice.

Should actions against the field critically succeed when the damage is at or above shield power, the field ‘pops,’ reducing to 0 to stop the attack (and if especially egregious, a GM might think the field has run out of power or requires maintenance!).

The above is a tentative scale of field shield power, though it could be split into Infantry-Vehicle-Ship-Planetary scales:

TierExample
1Personal Field
2Combat Field
3Containment / Wall Field
4Vehicle / Building Field
6Spaceship Field
10World Field
Example Field Strengths

Notable: Augments

Robot eyes, regrown limbs, spare organs? The idea that any character can be saved from extreme physical harm – at a cost – is stellar.

Replacement parts are noticeable, but as standard do nothing ‘extra.’ Requisition, time, and medical and technical talent can be spent to, say, breath in any atmosphere, run faster, lift heavier, punch harder, see farther, or just have laser eyes ๐Ÿ™‚

Notable: Levels of Damage

In a strange way, Only War has both a bean-counting health system (typical of RPGs), and an abstracted level of wounds.

The level of damage affects a character’s healing rate and NPC comrades. Once more severe levels are healed, it is easier to heal the rest. My take:

Only War Harm TermApprox. HarmNotes
Critical< Body stat left of life7+ Luck test each day of complete rest to heal 1.
Heavy> Body in harm,
> Body left
Each day of complete rest to heal 1.
LightHarm <= BodyEach day of no further harm heals 1.
Abstract Character Health Levels

This seems a little heavy handed – why not heal 1 based on the context of where and how healing is done like most other games? (D&D “rests” come to mind.) Regardless, state is something to keep in my own game-design back-pocket for a while yet.

In the meantime, a handful of health is optimal (certainly not more than 20), perhaps spacing states at half- and quarter-life marks, rounding up. (Again, analyze this another time ๐Ÿคทโ€โ™‚๏ธ)

Let’s consider NPC comrades:

Notable: NPC Comrades

Every player character in the game is supposed to have a “comrade,” someone who follows them around, follows orders, and provides support. (Excluding some chosen roles during character creation.)

Having a battle-buddy is nifty, though comes with caveats. It bolsters the number of soldiers to make a squad, provides some mechanical and narrative flexibility, but also adds a greater burden on the GM to track yet other NPCs. I am a bit on the fence with these kinds of henchmen, so it needs further investigation.

NPCs are either unharmed, wounded, or dead – there is no middle ground! Nor excess tracking of health. A single hit of any caliber reduces the NPC’s state, though extreme harm (in excess of the NPC’s effect tier, or double the tier or more?) should count as at least 2 hits.

When healthy, they take orders, can do tasks on their own, and generally support the player character with a +1 ‘help’ to rolls.

StateWhat It Does
UnharmedGreat. Sticks around.
WoundedCannot run (‘Slow’ speed).
Would assume they have Dadv or reduced effectiveness.
Takes a week of rest to heal.
DeadNot doing great.
Mark the name down, when and how they died.
Get a new comrade back at base.
Comrade States

BITS will explore adding a fourth state, “critical,” where NPCs could be carried back to base for saving, or left behind to hold back an onrushing tide!

Only War lacks a “lookout sir!” rule; a comrade can intercept incoming fire on behalf of their leader. Rather, only when doubles are rolled when targeting the player do these NPCs get hit. This is messy, so BITS adds “lookout sir!” when a hit would kill the player character and not otherwise hit the NPC (an explosion would hit both characters regardless).

Notable: Compatible With Other Games

Blows my mind that more games fail to include integration or conversion specifications with other titles. Maybe it is the problem of ownership and copyright, should a system such as D&D combine with Mรถrk Borg by name ๐Ÿคทโ€โ™‚๏ธ

In any case, Only War fits itself nicely alongside other titles in the Warhammer 40,000 RPG line. The game is thorough with the mechanical tweaks and also cautious with the theming, reiterating what Only War is meant for versus the ‘feel’ other titles expect to provide.

2600 words, and barely scratching the surface of Warhammer 40,000 Only War!

Like fitting a foot into a too tight shoe, a great feel and look once there after putting in the work. That is what BITS is – a tight, sleek frame for the games that go in, running like a charm ~

Only War is no different. While BITS applied some of its principles to help Only War conform to a more concise feel, Only War gave as good as it got. Multiple points of inspiration came from Only War that BITS is already applying in game drafts soon to be shared!

What are you taking from BITS of Only War? The war tracking? Army building? Force fields? I want to know – share your insights and this post and we’ll meet again in a bit! Cheers ~

BITS – Mount Up Fantasy Settings

A cornerstone addition for any fantasy or medieval roleplaying games is the trusty steed. Whether mounted by a knight or pulling the cart of ๐Ÿ’ฉ, if a game has swords, it is ripe to have equine to swing swords from.

Here’s how they get implemented in the BITS system, though the rules below are quite system-agnostic.

Basic Stats

Horses are a Tier 3 creature, meaning they have 3 hit points and are fairly difficult to hit and dodge (a 9+ roll to succeed against). However, unless it is a trained war horse, a horse should be unlikely to attack unless driven to, and that with disadvantage.

As for temperament, horses naturally avoid doing and receiving harm. Rather, eating and herding with other horses is the preference.

Mount Up

Being atop a horse automatically gives one a height advantage over other characters. Whether attacking or seeing over low cover, a mounted character has it.

However, the height comes at a price: A mounted character can be picked out from a crowd and has little (if any) cover themselves.

There is a bonus to speed though. Walking or galloping, horses give double the speed of a human for longer. E.g. instead of moving into the next area as a move, the horse can move into one area and then the next, or instead of ~10m run a horse may sprint ~100m.

If a horse suddenly stops (either from an obstacle or legs being shot out from under a rider), anyone mounted must suffer the consequences.

If walking or standing still, a d6 roll of 4-6 means the rider is fine. 1-3 means the rider is trapped under the beast and needs a Body BITS test to get out. A 1 also breaks the leg of the rider.

If galloping, roll d3. The result is how many 10s of meters the rider is thrown (e.g. 2 is 20 meters), with 3 damage for every 10 meters thrown.

For the number of those mounted, only one armored (or especially large) rider can be on a horse at a time. If unarmored, the horse can mount two at a time, even if one or both riders are injured.

Panic

What’s a horse without flared-nostril panic?

Horses must roll for panic if anything ever surprises them. These can inclusively be attacks (including surprise slaps to the behind), sudden visions of much and rapid activity, horrific scenes and smells, and loud noises.

A sample panic list, where failing a 7+ Insight BITS test sees the animal lose control:

  1. Buck. 11+B BITS test to hold on.
  2. Rear up on hind legs. 9+B BITS test to hold on.
  3. Bolt. The horse gallops randomly d6 times. 7+B BITS test to hold on.
  4. Shriek. All horses a room away (~10 meters) also panic.
  5. Sudden stop. If not moving, the horse backs up d6 times (or stops when going into a wall or the area to the rear).
  6. Nothing happens. After a start, the horse is controlled.

Chariots, Coaches, and Carts

Chariots are two-wheeled carts that need at least a driver and one horse to operate. They can be large enough to carry one or two passengers / archers / lancers with two or four horses, respectively.

Though lacking the height advantage of a mount, a chariot offers half-cover to those inside from at least the front if not the sides. War chariots can also include armor and bladed wheels.

Coaches are enclosed boxes that need a driver on the outside to work. Any number of horses can be used to pull a coach.

Those inside a coach have full cover but no height advantage. Those on top or driving have height advantages, but no cover. Coaches can be armored and even outfitted with weapons.

Carts are the basic of basic. No cover, and no height advantage unless standing on top. One, two, or four horses can draw carts, but so can mules, ox, and teams of goats (if the game is so inclined).

Other Considerations

War Horses – Can attack with hooves for 3 damage whether striking or kicking. May be armored and are much less likely to panic or panic badly (e.g. immune to any panic except physical injury). Can also charge and trample without impunity.

Charging – Get hit by a running horse, get knocked prone to the ground. Simple as that.

Trampling – d6 damage to be run over by a horse (average at 4). Worth rolling to see if a horse jumps over something first, but there’s always the risk of harm when being both prone and in a horse’s way.

Saddles / Packs – Any horse properly equipped can carry more gear than a person can. If a character in BITS can carry only 2 items naked, 4 to 6 items clothed, and between 6 to 10 in a pack, a horse can carry a minimum of 10 extra items that stay with the horse when equipped to do so.

Stirrups vs Bareback – An optional consideration. Stirrups help a rider stay mounted and leaves their hands virtually free. Bareback requires one hand in the mane of the horse if the rider doesn’t want to have a disadvantage to their mounting or moving. Not a recommended rule, but a historical acknowledgement of what is available.

Other Devices – Things like blinders could reduce panic chances from certain sources. Whips and lashes could force a horse to go faster. If ignoring the cruelty of some of these devices, this topic is far too granular for what BITS aims to abstract away.

There it is: Horse mounts in BITS. Catering to a fantasy setting in this one, but westerns (like the very applicable Gunslinger in The West) or any setting with an equestrian-bent should use these rules for game inspiration.

Could this be extrapolated out to other kinds of animal riding? Dire wolves, bears, dragons? Of course! Though, attacks, temperaments, panic reactions, and other stats would need a bit of contextual tweaking, but that is the easy part!

What animals do you like to ride into battle? Is this ruleset missing anything (other than feeding [daily, and water, too!] and maintaining [horseshoes!] a mount)? Hit me up with your knowledge here – I am too naรฏve to know much else ๐Ÿ™ƒ

Toodles and cheers.

BITS – Wealth and What to Buy

Money makes the world go round, right? How about the tools that money acquires and that acquire money?

Like everything else, the BITS roleplaying game system handles that. Here’s how:

The Tools That Brought Us Here

As the stellar game Mรถrk Borg puts it, “you are what you own.” I couldn’t agree more.

Equipment, the tools we use, is what separates us from the beasts. Yet, there is no need for these tools to be complex in their implementation when at a table among friends in play.

BITS keeps tools simple. Everything has an effect for the intended use or a retarding effect on what is being done. Effects reduce the barrier between action and outcome; retardation reduces the amount of effect.

That’s a lot of verbiage ๐Ÿ˜‘ Some examples:

Consider combat: A weapon has an X amount of effect through violence. Armor reduces that effect by Y. The final effect would be X-Y.

Example: Armor has a retarding effect on violence done to the wearer.

Same goes for more utilitarian tools. Crowbar? Useful for breaking open locked doors. Shovel? Digging holes. Pick? Breaking rock. These things might have a special advantage in the situation, too.

You get the gist.

Yet, sometimes an object is used outside of its intended scope. In those cases, the tool has disadvantage for doing what is was never meant to. A butter knife could theoretically slay a dragon, but gosh-darn is that going to be a hard time!

Doing Things

Virtually all game experience revolves around conflict, and 9/10 times (no source; don’t @ me) that conflict will see a violent resolution.

When it comes to violence, every stick, sword, pistol, and whatever will have a 1, 2, 3, 4, 6, or 10 effect. I shouldn’t have to remind, but for those that need it spelled out: the effect of violence is the edging from construction and order to destruction and death. The states are abstracted, but relatable.

To rehash, the scale goes like this:

EffectSynonyms
1Minor. In hand-to-hand, something like a rock or weapon with a reach less than a forearm (knives, hatchets). A small caliber, such as a pistol.
2Moderate. A sword or battle axe, arrows. An assault rifle.
3Major. A blade requiring two hands for 100% use. Crossbow bolts. A machine gun.
4Mighty. Claymores, swung tree trunks, and huge mauls. A high-caliber weapon, personnel explosives.
6Massive. Siege weapons, cannons, bombs.
10Mega. Hellfire, cruise missiles.

Same for, say, making magic. A wand could have a minor effect of 1 that helps creating the magic, a rune tome 2, and a blessed staff 3. (More on that in the post about magic.)

Is this scale exact? No. It is simple, modular, and easily tweakable, as BITS is meant to be. But if I can help settle a question, leave a comment – I get to every one!

Carrying on:

Putting a Stop to Things

Protection from effect reduces the amount of effect. Protection ranges from nothing 0, light 1, medium 2, to heavy 3, with higher versions looking at 4, 6, and 10 (though 10 is essentially ‘plot armor’ and in use is a sign of bad game design [except if the point is to assault God]).

Example: A 2-effect sword strikes a 1-effect leather jerkin piece of light armor. The final effect is a detriment of 1 towards the jerkin-wearer’s life.

Simple!

A mention about shields: The best way BITS has found to handle a held shield vs. a worn piece of armor is to give advantage to the defender’s roll to dodge or block. Otherwise, just lend +1 to the shield’s use in defense. For further flavor, a shield can be smashed to pieces to prevent 100% of effect from an action, but this can only happen once and only in combat (e.g. no smashing shields to prevent harm from a great fall).

Show Me the Money

Wealth. Money. Moolah. Funds. Scratch. Gravy cheese currency cash coin treasure dough loot value capital.

It all means the same: the influence you have in society and over your own time when not using first-degree violence.

Now, there are a lot of different folks out there. Some folks like to see their wealth counted to the last coin; some folks like just to know they have enough for their needs and leisure.

Is BITS flexible enough to cater to all tastes?

You know that answer ๐Ÿ˜œ To prove:

#1 Bean Counting

Whether bags of coin or rolls of wadded bills, when piled high, they look great.

For those that like to count their money, they have an abstract-yet-significant amount of value. How significant?

That depends on how precious of a commodity money is.

For the extra-rare money games (1-2 pieces of treasure a session of play), set the value of an item equal to the amount of effect an item has. 2-effect sword? 2 bags of coin. 3-effect hunting rifle? 3 rolls of dollar bills. 1:1 effect-to-fat-stacks.

In modern-wealth terms, the #-effect could mean the # of zeros after the first digit an item costs. 10s, 100s, 1000s, etc.

For the more liberal money games (say, 2-12 treasure earned in play, all characters are likely to have at least 1 in their pockets), sum up to the effect as value. That means you add up all the effects to the current effect.

Example: A 4-effect item is worth 1+2+3+4=10 of a currency. 2-effect is 1+2=3.

#2 Wealth Class

For those looking to do less math and more play, wealth class is for them (and you, too).

Wealth class is the abstract level of influence a person is in society. It could be considered as follows:

ClassE.g.
0Poverty! Completely broke. Might beg for bread. Hard to count the unwashed masses, as they slip through the cracks of society.
1Lower. Peasantry and labor class. Can cover necessities, but barely. Food, poor housing. Hundreds of dollars in the bank, maybe. About the bottom 40-60% in society’s value hierarchy.
2Middle. Skilled and trader class. Can afford some leisure, but has to budget for it. Thousands of dollars available in the bank. 30-45% of the population.
3Upper. Overseer and mercantile class. Can look wealthy. Can be impulsive with leisure. Hundreds-of-thousands to low million in the bank. 20-30%.
4High. Inherited and aristocratic wealth. Rich. Want for nothing. Millions banked. 10-15%.
6Elite. Royalty, old-family, and monopoly wealth. What society dreams of being but could never sustain. Hundreds-of-millions. Top 1-4%.
10More money than God. Few if any good deeds done to get here. Do as they please. Cannot reasonably spend enough to reduce the class. Not generally known to the public, but members here come to know each other.

A class can buy anything of classes below it, no questions asked (within reason).

Buy things of the same class? Might need to roll – on a critical failure (e.g. 1 on a d6), the class reduces by 1 but the thing is yours.

Try to buy things above the class? Can maybe do 1 class above, but will reduce class by 1 or 2 guaranteed. Consult with the Game Moderator.

With bean counting, more beans means bigger numbers means better wealth. What about class?

With class, consider:

  • Gather treasure (or large enough paydays that went straight to savings) equal or more to the current class value, then spend that treasure to roll for a class increase at the end of, say, a month. Using d6, increase the wealth class by 1 if the roll is over the current wealth class – on a 1, decrease by 1 for some unforeseen expense or misjudgment on funds.

Example: Change wealth by gathering treasure/savings/windfalls equal to current wealth. Exchange that treasure to roll d6 (perhaps at the end of a month or so). Increase wealth by 1 if the roll is over current wealth; decrease by 1 if the roll is a 1.

What Is This Worth?

Shop keeps may buy things similar to their other wares at 1 level below the thing’s actual worth, 1 level above if selling.

Want to bargain? A successful Insight test (the ‘I’ in BITS) could get the price leveled to what it is supposed to be.

Example: A 2-effect sword will be sold to a merchant at the same rate as 1-effect, bought at 3-effect. Negotiate to make it a 2-effect cost.

Capitalism at work.

The above though fails to answer the question, “what is this worth?” Like everything else in BITS, it follows the 0, 1-4, 6, 10 pattern. A guide:

Value LevelWhat It Is
0Trash. Rubbish. Rags.
1Mundane. Everyday. Simple. Cabbages, toilet paper bundle, concert tickets.
2Middling. Required extra process. Prepared meal, handy labor, mediocre laptop.
3Uncommon purchase. Some haggling. Jewelry, performance computer, car, US health insurance.
4High quality. Fancy. Sports car, leisure boat, simple property, US medicine.
6Above and beyond. Rare. Complex property, large vessel, small plane.
10Exotic. One-of-a-kind. Especially unique. Companies, aircraft carriers.

A little give and take with the above will make for a great starting place in determining a thing’s value if not readily apparent. Cool?

Cool.

And that’s all I have for gear and wealth in BITS!

A familiar topic, I have tried posts before for making gear and giving a highlight to its use. Yet, the economy talk was little and, well, I am better now than before in understanding what makes BITS fun ๐Ÿ™‚

I am sure more can and will be added. Super-effect where the value is multiplied by 10 or 100, repair costs, base materials vs. final product, etc. Adding more is always possible with BITS, though simplicity is always key – in that, less is more ๐Ÿ˜‰

How do you like to handle ‘stuff’ and the stuff used to buy it in your games? I want to know! Comment about it and I’ll owe you one. For now, cheers to your day!

BITS – Here Be Magic

Awhile ago I explored with you spells and magic systems.

Looking back, between modern D&D, the old-school revival (OSR), and a more free-form approach, that post was a bit… scattered ๐Ÿ™ƒ

So I went back to the drawing board. I touched on a few changes in BITS in the two-year review, but I did even better: there now exists the sci-fantasy-trope As Above, So Below prototype.

The AASB two-pager project forced me to distill what magic can and ought to be in a Body-Insight-Thought-Specialty roleplaying game system.

With those efforts combined, it is time to reintroduce the magic in BITS in a general form fit for any BITS game (and your own homebrew too ๐Ÿ˜‰).

A Special Kind of Threat

“Threat” is the common term of what to roll at or above to succeed at some tricky, dangerous, or failure-is-consequential action.

Every creature or being in a game has its own threat – an abstract capacity to enact its own will on others or to prevent others from acting on it. When rolling normally, that threat is what is rolled for.

Magic is different. Spells ignore the threat of the target (a person, place, or thing), instead rolling for the level of threat inherent in the spell itself. The effect is instantaneous on target, ignoring all defenses!

Trivial spell? Trivial roll. Bigger, badder magic? Bigger, badder numbers to roll for ๐Ÿ˜ถ

As is with most rolls, magic rolls get to add a BITS to the roll, specifically the Thought quality – the smarter, more forceful-of-will a caster is, the easier the use of their magic!

When using magic, roll for the threat of the magic, not the target. Add Thought to the roll.

DANGER!

Magic is dangerous. Spells are fickle, near as likely to burn the hand that casts than the target.

Early on, BITS settled to handle critical failure when rolling doubles under the threat number. (e.g. a 2 and 2 when the threat is 5+.)

Crit failures – regardless of what is being done – are always bad. When it comes to magic, such failure can be catastrophic ๐Ÿ’€

When magic critically fails, the caster becomes the target. Whatever was going to happen happens in its opposite or causes harm, too.

Say a healing spell was meant to help an ally. A crit failure would harm the magician in equal amounts to what was supposed to heal, while the ally gets nothing.

Sometimes allies are not so lucky. Take a mage’s fireball spell, meant to immolate all in a nearby room before their friends rush in. Crit fail in the casting, and the room the mage is in fills with fire, setting ablaze friend and foe alike.

Summoning a creature from the ‘other side’ to fight alongside the party? The summoning happens, but the creature joins the opposition.

Magic is dangerous. Users are advised to proceed with caution!

Critical spell failure targets the caster and must harm or inconvenience them in proportion to the magic used.

What About Armor?

Many game systems require magicians to not wear any armor to be able to use magic. Sometimes this is a soft requirement (e.g. “magic can only be cast wearing lite or no armor”), sometimes this is hard (“mages cannot wear armor, full stop”).

To me, this is silly. BITS aims to be more practical and economic in its approach – by failures targeting the gear and pocketbooks of magicians!

On critical failures, a mage can be utterly wrecked. Only once, this is a painful outcome. Bad dice rolling failures again and again, magic becomes annoying.

So to encourage bigger, wilder magic use, a magician can channel a crit failure into anything that lacks a will that they are wearing or hold in their hands. When channeled, the magic effect doesn’t happen (e.g. a fireball does not explode), but the item that was channeled? Gone – turned to ash, dissolved to vapor, crumbled to dust.

The lesson here? Critical magic failure can be prevented, but at a cost. That cost comes in the form of the hard-won gear and materials a magic user has. Therefore, mage’s are encouraged to use their special powers while softly discouraged from investing too heavily in heavier, more expensive weapons and gadgets.

Magic users may choose to channel crit spell failures into what they wear or hold, the item chosen destroyed in the process to prevent the failure’s effects.

Tools of the Trade

Gear here to help magicians: scrolls, runes, tomes, icons, idols, fetishes, wands, scepters, staves.

These items come in +1, +2, +3, and more varieties like every other kind of item in BITS. Yet, instead of inflicting harm on another (e.g. 2 damage for a tier-2 sword), focusing gear adds to the rolls for magic in addition to Thought already added.

Some magic gear helps focus spells – add this gear’s value to magic rolls in addition to Thought.

Optional: Fields of Magic

This is a great way to segregate the kinds of magic a player might be able to rely on. If magic use is just a bit too powerful, restricting magic to fields of study or inheritance can make all the difference.

While these groupings can take virtually any form, a few examples (which could be further isolated by what foci they are allowed to use, how they improve their magic, and how they might increase their powers):

  • The 6 distilled from D&D magic (D&D has unbalanced spells that I rebalanced during As Above, So Below‘s development – will make a post on it later).
    • Divinity – Spells involve blessing and cursing targets.
    • Energy – Spells involve the heating and cooling targets.
    • Form – Spells involve making something from nothing and change.
    • Life – Spells involve decaying and rejuvenating targets and the environment.
    • Mind – Spells involve knowing what targets know and bestowing ideas into others.
    • Sensorium – Spells involve the senses and illusions.
  • Power (pure-magic) and Pyro (fire, natural forces) (inspired by the Souls games).
  • Pact-making (devotion to angels or demons), Learned (from books or teachers), and Inherited (born with it).
  • Item-only (spells are written or imbued – can only be used with the host item, perhaps only a few times too).

Buttress magic’s power by guard-railing its use via who uses what kinds of magic magic and how.

Making Magic

Magic by any stretch of the imagination is chaotic, and chaos is everything.

That in mind, no list of spells or rituals could be as encompassing as a player’s imagination, or the situations one encounters while playing.

For BITS, refer to this handy table of the minimal threat appropriate for different spells (the Game Moderator ultimately will need to make a decision here, so treat this as a tool and starting place in that verdict). Using the largest threat for what is wanted to be done:

Threat (D&D slots)RangeTargetsEffect
5+ easy (0, 1)Melee (~5m)11, Trivial
7+ moderate (2, 3)Throwing (~10m)2, Minor
9+ hard (4, 5)Shooting (~100m)All in Area3, Major
11+ very hard (6)Siege (~500m)4, Awesome
13+ unlikely (7, 8)Horizon (~1km)All Areas in Range6, Epic
15+ impossible? (9+)EverywhereEveryone10, Godly
+2 to threat if the spell lasts (about 10 real-minutes).
Optional: Disadvantage for a spell effect greater than Thought value.

Wrap Up

Magic in BITS is quite powerful and quite dangerous – usually to the target, but could be to the caster too.

Adding the user’s Thought quality along with any foci support, a magician has the flexibility to fulfill their role in any situation during play.

Magic spells are unbounded in BITS play while worthy of the utmost respect, just as is a player’s imagination.

BITS is such a thorough system – easy to understand, fast to play, capable of being scaled up or down in complexity, modular enough to plug-and-play virtually any theme or IP…

I am just so proud of where this has come ๐Ÿ˜

Tell me your thoughts. Favorite magic system out there BITS could assimilate? Things you would like to do not yet covered in BITS?

I am all ears and all thanks – take care, witches and wizards aplenty! Cheers to your play~